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This research introduces CRED, a method for active preference learning in robotics that leverages counterfactual reasoning to optimize trajectory selection alongside environment design. By simulating "what if" scenarios regarding human reward functions, the approach effectively addresses exploration challenges in long-horizon tasks like delivery routing. The technique demonstrates improved generalization across diverse environments without relying on pre-defined constraints for every possible situation.
Sources coveringarXiv, LessWrong
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Counterfactual Reasoning and Environment Design for Active Preference Learning

arXiv2 min read

arXiv:2507.05458v2 Announce Type: replace Abstract: For effective real-world deployment, robots should adapt to human preferences, such as balancing distance, time, and safety in delivery routing. Active preference learning (APL) learns human reward functions by presenting trajectories for ranking. However, existing methods often struggle to explore the full trajectory space and fail to identify informative queries, particularly in long-horizon tasks. We propose CRED, a trajectory generation method for APL that improves reward estimation by jointly optimizing environment design and trajectory selection. CRED "imagines" new scenarios through environment design and uses counterfactual reasoning -- by sampling rewards from its current belief and asking "What if this reward were the true preference?" -- to generate a diverse and informative set of trajectories for ranking. Experiments in GridWorld and real-world navigation using OpenStreetMap data show that CRED improves reward learning and generalizes effectively across different environments.

Abstract:For effective real-world deployment, robots should adapt to human preferences, such as balancing distance, time, and safety in delivery routing. Active preference learning (APL) learns human reward functions by presenting trajectories for ranking. However, existing methods often struggle to explore the full trajectory space and fail to identify informative queries, particularly in long-horizon tasks. We propose CRED, a trajectory generation method for APL that improves reward estimation by jointly optimizing environment design and trajectory selection. CRED "imagines" new scenarios through environment design and uses counterfactual reasoning -- by sampling rewards from its current belief and asking "What if this reward were the true preference?" -- to generate a diverse and informative set of trajectories for ranking. Experiments in GridWorld and real-world navigation using OpenStreetMap data show that CRED improves reward learning and generalizes effectively across different environments.

Robotics (cs.RO)

arXiv:2507.05458 [cs.RO]

(or arXiv:2507.05458v2 [cs.RO] for this version)

https://doi.org/10.48550/arXiv.2507.05458 Focus to learn more arXiv-issued DOI via DataCite

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Full text under the publisher's open licence · 228 words

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